Township

From Melvor Idle
This page is up to date (v1.1.1).
This article is about the Township skill. For training the skill, see Township/Training.
Township

Township is a skill which tasks the player with running a town inside the land of Melvor. Similar to Farming, it can be trained relatively passively. However, unlike Farming, Township has no Mastery levels, and uses a unique tick system instead of constantly running. Ticks are a passively generated resource at a rate of 1 Tick per 5 minutes. Ticks can be spent at any time to progress your town, affecting all aspects of your town from population to resources, and with no limit on the amount of Ticks you can store, the town does not need constant attention to run.

It is important to note that you receive unspent ticks with a minimum of 144 ticks back when you reset your town. Starting over can be useful and should not be cause for alarm.

Town

A Town contains buildings that are used to produce resources and income for the player. The buildings are built on purchased land that exists in a map's biomes.

Maps

The following maps are available to start a Town. A Town must be completely reset to change maps.

Map Grasslands
Grasslands
Forest
Forest
Desert
Desert
Water
Water
Swamp
Swamp
Arid Plains
Arid Plains
Mountains
Mountains
Valley
Valley
Jungle
Jungle
Snowlands
Snowlands
Map 1 231 296 256 280 174 88 129 149 204 241
Map 2 151 333 55 251 161 157 277 63 301 339
Map 3 212 161 112 260 237 172 206 190 249 249
Map 4 502 167 279 276 235 133 106 114 90 146
Map 5 258 47 305 296 77 245 126 219 217 258
Map 6 333 184 331 6 153 288 223 305 73 152
Map 7 346 153 317 204 51 243 51 391 102 190
Map 8 71 324 24 337 321 372 131 423 45 0
Map 9 98 47 30 73 73 157 335 366 387 482
Map 10 124 180 460 45 376 110 135 104 40 474
Map 11 221 534 124 0 0 108 227 479 315 40
Map 12 163 462 174 100 124 69 194 378 274 110

Land

Each building requires a piece of land to be built. A map starts with 32 free pieces of land which are randomly assigned to the various biomes. Each subsequent piece of land becomes progressively more expensive. When a Town is reset, land that has already been purchased may be reassigned to different biomes for free.

A total of Coins.svg 7,464,639,466 is required to purchase all 2,048 tiles of land. For more details, see Land.

Biomes

Each biome can build a restricted number of buildings. In addition, some buildings have production bonuses in certain biomes. Lastly, the Desert biome consumes 60 Clothing per building per tick, and the Snowlands biome consumes 30 Coal per building per tick. Biomes are covered in more detail in the buildings section.

Stats

Statistics are various properties in the Town that do not take up Storage space.

Population

Population is the most important resource in Township - without it, the skill produces nothing and earns no experience. The population cap is gained by building Basic Shelter, and spending ticks will cause population to increase until it reaches the cap.

For every citizen in the Town, the player gains 0.3 experience per tick. This amount is further increased by Happiness, up to an additional 100% bonus, which is additively added to normal skill boosts.

To maximize experience, once a basic Town setup is completed, Happiness should always be at 100% to provide at least 0.6 experience per citizen per tick.

If less than 40% of the total population is living in the Town, then the population has a 100% chance to grow each tick. At 70% of total population, the growth chance is 70%, and at 100% total population, the growth chance is 40%. The number of citizens will increase by 1.5% every growth phase.

A citizen ages by 1 year every 8.7 ticks, meaning that it takes approximately 3.02 real-life days to age from 0 to 100 years old.

Workers

Available Workers indicates the number of citizens that are available to perform jobs in the Town. All citizens with an age between 8 and 70 are considered Workers. The left number indicates the number of jobless Workers, out of the total amount on the right.

Unemployed citizens generate -5 Happiness.

Storage

Storage allows Resources to be stockpiled in the Town. A Town starts with a base Storage of 19,000, and is gained by building Storehouse. In addition, Basic Shelter contributes a small amount of storage space. No resources can be gained past the storage cap, and hitting the cap will cause buildings that consume resources to continue doing so.

Happiness

Happiness is a modifier to the amount of experience you earn. Happiness provides a flat increase to the amount of experience you earn, where 1% Happiness increases experience by 1%. The max amount of Happiness is twice your Population.

Each point of Education provides 1 Happiness, and is often the main source of a Town's Happiness. In additiona, a small amount of Happiness is gained or lost from each building in the Town. Notably, Gardens and Tavern buildings are intended to increase Happiness. Lastly, Happiness is decreased by 5 points for every overflowing corpse and unemployed citizen, and Happiness is decreased by 40% and 50% additively from a Potions shortage for elderly citizens and a Clothing shortage from buildings in the Desert biome.

Education

Education is a modifier to the amount of Resources each building produces. Education provides a flat increase to the amount of production, where 1% Education increases production by 1%. The max amount of Education is three times your Population.

Every point of Education also provides one point of Happiness. Education is produced from School and Library buildings.

Health

Health is a mechanic that calculates when elderly citizens will die. Each citizen aged 55 or above has a chance of dying every tick. Citizens die automatically at age 100, any other citizen that dies will be added to the Dead Storage. The base chance for a citizen to die each tick is expressed by:

[math]\displaystyle{ \textrm{DeathChance} = \frac{100 - \textrm{healthPercent}}{38100} \times (2 + \frac{\textrm{healthPercent}}{100}) }[/math]

In the above calculation, [math]\displaystyle{ \textrm{healthPercent} }[/math] is the % health as displayed in-game. If we consider [math]\displaystyle{ \textrm{sickness} }[/math] to be the decimal representation of "un-health" (i.e. [math]\displaystyle{ \frac{100 - \textrm{healthPercent}}{100}) }[/math], this simplifies to:

[math]\displaystyle{ \textrm{DeathChance} = \frac{\textrm{sickness}}{381} \times (1 + \textrm{sickness}) }[/math]

[math]\displaystyle{ \textrm{DeathChance} }[/math] is increased by 0.05 if there is no food after resources for the tick are calculated. Citizens will also die if there are more of them than the housing allows for.

The table below gives some examples.

Health Chance of death per tick
0% 0.52%
25% 0.34%
50% 0.20%
75% 0.08%
100% 0%

Health is first calculated using the following parameters weighted out of 235:

  • Happiness with a weight of 100
  • Education with a weight of 100
  • Nonzero Potions stockpile and positive growth rate contributes 15 weight
  • Nonzero Clothing stockpile and positive growth rate contributes 15 weight
  • Nonzero Herbs stockpile and positive growth rate contributes 5 weight

This is then modified by any "total health" modifiers and expressed as a percentage capped between 0 and 100%.

Dead Storage

Dead Storage represents the number of citizens that have died from poor Health. This storage is created by building Cemetery. 1% of the total Dead Storage will be cleared every hour (12 ticks).

Corpses overflowing the maximum Dead Storage generate -5 Happiness.

Worship

Worship is a stat that provides multiple powerful bonuses based on the chosen Deity. It is gained by building Chapel or Statue of Worship and has a set cap of 2000. Note that although each Deity is associated with a different Statue of Worship, all statues have identical benefits.

All bonuses are additive with one another.


Worship AerisStatue of Aeris GlaciaStatue of Glacia TerranStatue of Terran RagnarStatue of Ragnar BaneStatue of Bane
Requirements None None None None Completion of
Impending Darkness Event
0%
0/2000
-50% Township GP Production
+25% Township Building Production in Mountains Biome
+25% Township Leather Production
-50% Township Building Production in Arid Plains Biome
-50% Township Building Production in Mountains Biome
+25% Township Building Production in Water Biome
+25% Township Production for Fishing Dock buildings
-50% Township Building Production in Desert Biome
-75% Township Leather Production
+25% Township Production for Farm buildings
+25% Township Production for Woodcutting buildings
-50% Township Production for Fishing Dock buildings
+25% Township Building Production in Arid Plains Biome
+50% Township Building Happiness Penalties
-50% Township Herb Production
+25% Township Production for Blacksmith buildings
-75% Township Education
-75% Township Happiness
+25% Township Building Production in Grasslands Biome
+25% Township Building Production in Jungle Biome
5%
100/2000
+25% Township Happiness +25% Township Education
+25% Township Building Production in Valley Biome
+25% Township Production for Magic Emporium buildings
+25% Township Building Production in Forest Biome
+25% Township Herb Production
+25% Township Production for Orchard buildings
+25% Township Building Production in Desert Biome
-50% Township Coal Usage
-25% Township Citizen Food Usage
+25% Township Dead Storage
25%
500/2000
+25% Township Leather Production +25% Township Production for Fishing Dock buildings +25% Township Production for Orchard buildings +25% Township Production for Blacksmith buildings
-25% Township Coal Usage
+25% Township Building Production in Jungle Biome
50%
1000/2000
+25% Township Building Production in Mountains Biome +25% Township Building Production in Water Biome
+25% Township Building Production in Valley Biome
+25% Township Production for Woodcutting buildings
+25% Township Building Production in Forest Biome
+25% Township Building Production in Desert Biome
+25% Township Building Production in Arid Plains Biome
+25% Township Dead Storage
85%
1700/2000
+25% Township GP Production +25% Township Building Production in Arid Plains Biome
+25% Township Building Production in Mountains Biome
+25% Township Building Production in Desert Biome
+25% Township Production for Fishing Dock buildings
+25% Township Leather Production
+25% Township Herb Production
-25% Township Building Happiness Penalties
+25% Township Education
+25% Township Happiness
100%
2000/2000
-15% Township Building Cost
+25% Township Happiness
+25% Township Education
-15% Township Building Cost
-15% Township Building Cost
+25% Township Production for Farm buildings
+25% Township Herb Production
-15% Township Building Cost
+25% GP gained from Township Citizen Tax
-50% Township Citizen Food Usage
-15% Township Building Cost
Total +50% Township Building Production in Mountains Biome
-15% Township Building Cost
+50% Township Leather Production
+50% Township Happiness
-25% Township GP Production
+50% Township Building Production in Water Biome
+50% Township Production for Fishing Dock buildings
+25% Township Production for Magic Emporium buildings
-25% Township Building Production in Desert Biome
-25% Township Building Production in Mountains Biome
+50% Township Education
-15% Township Building Cost
-25% Township Building Production in Arid Plains Biome
+50% Township Building Production in Valley Biome
-15% Township Building Cost
+50% Township Production for Orchard buildings
-50% Township Leather Production
+50% Township Building Production in Forest Biome
+50% Township Production for Woodcutting buildings
+50% Township Production for Farm buildings
+50% Township Herb Production
-25% Township Production for Fishing Dock buildings
+25% GP gained from Township Citizen Tax
+50% Township Building Production in Arid Plains Biome
-25% Township Herb Production
+50% Township Production for Blacksmith buildings
-15% Township Building Cost
+25% Township Building Happiness Penalties
-75% Township Coal Usage
+50% Township Building Production in Desert Biome
-50% Township Education
+50% Township Building Production in Jungle Biome
-15% Township Building Cost
+50% Township Dead Storage
-50% Township Happiness
+25% Township Building Production in Grasslands Biome
-75% Township Citizen Food Usage

Resources

There are a total of 13 resources. The production of all resources can be increased by up to 100% through Education, stacking additively with any regular modifiers.

GP is a special type of resource that is deposited directly into the player's bank, while the other 12 resources are kept in Storage. This is the only resource that is exceptionally not affected by Education or other production bonuses. A citizen produces Coins.svg 0.3 per tick per percentage point of tax, or Coins.svg 0.6 per tick per percentage point if over 70 years old. GP production is not affected by any global GP modifiers such as Aorpheat's Signet Ring.

The other 12 resources may be used within the town, or traded via the Trading Post to obtain items for the player (see Trading Post). The production of a building is calculated as follows: [math]\displaystyle{ \textrm{Production} = \textrm{BaseProduction}\times(1 + \textrm{BuildingBiomeBonus} + \textrm{WorshipBiomeBonus} + \textrm{WorshipBuildingBonus})\times(1 + \textrm{Education}+\textrm{GenericProductionBonus}) }[/math]

Food is used to feed citizens. Each citizen will consume 30 Food per tick.

Wood is a basic resource used to build the lowest-level buildings.

Planks are produced from Wood and are used to build low- to high-level buildings.

Stone is used to build buildings of all levels. A large amount of stone is needed for high-level buildings.

Bar is produced from Ore and Coal. It is used to build mid- to high-level buildings.

Ore has no use, except to be converted into Bar.

Coal is consumed by buildings built in the Snowlands biome. In addition, it can be converted into Bar.

Rune Essence is used to build high-level buildings.

Herbs provide a very small Health bonus, but are mainly used to be converted into Potions.

Potions are consumed by citizens over the age of 55, and provides a small Health bonus. If there are not enough Potions, a 40% Happiness penalty is applied.

Leather has no use, except to be converted into Clothing.

Clothing is consumed by buildings built in the Desert biome, and provide a small Health bonus.

Buildings

Upgrades

1
1
15
200
35
500
60
2500
80
4000
100
6000
110
13000
Housing Basic Shelter
Wooden Hut
House Cottage Large Cottage Manor Estate
Storage Storehouse Warehouse Repository Large Repository
Education School Large School Academy Large Academy
Potions Herbalist Infirmary Healing Centre Hospital
Food Farmland Plantation Mill Farming Estate
Minerals Miners Pit Miners Field Miners Quarry Miners Estate
Wood Woodcutter Camp Logging Camp Forestry Camp Forestry Estate
Metal Blacksmiths Smithy Blacksmiths Workshop Blacksmiths Forge Blacksmiths Estate
Fishing Fishermans Dock Fishermans Pier Fishermans Port Fishermans Estate
Carpentry Carpenters Workshop Carpenters Factory Carpenters Foundry Carpenters Estate
Leather Hunters Cabin Hunters Lodge Hunters Villa Hunters Estate
Herbs Gatherers Hut Gatherers Lodge Gatherers Villa Gatherers Estate
Clothes Tailor Clothier Outfitter Clothiers Estate
Runes Magic Emporium

Biomes

Each building inside the Desert biome consumes 60 Clothing/tick. If there is not enough Clothing, then total Happiness reduced by a flat 50%.

Each building in the Snowlands biome consumes 30 Coal/tick. Without Coal, all buildings in this biome have the following benefits reduced by 75%: Worship, Happiness, Education and all production.


Building Grasslands
Grasslands
Forest
Forest
Desert
Desert
Water
Water
Swamp
Swamp
Arid Plains
Arid Plains
Mountains
Mountains
Valley
Valley
Jungle
Jungle
Snowlands
Snowlands
Basic Shelter +0% +0% +0% +0% +0% +0%
Blacksmiths Smithy +0% +0% +0% +0% +0% +0%
Hunters Cabin +0% +20% +15% +5% -5%
Fishermans Dock +0% -10% -15%
Herbalist +0% +0% +0% +0% +0%
Miners Pit +40% +0% +20%
Storehouse +0% +0% +0% +0%
Woodcutter Camp +0% +20% -20%
Carpenters Workshop +0% +0% +0%
Farmland +0% +5% -5% +10%
School +0% +0% +0% +0% +0% +0%
Gatherers Hut +10% +0% -5%
Tailor +0% +0% +0% +0% +0%
Farmers Market +0% +0% +0% +0% +0% +0%
Orchard +0% +10%
Gardens +0% +0% +0% +0% +0%
Tavern +0% +0% +0% +0% +0% +0%
Cemetery +0% +0% +0% +0% +0% +0%
Town Hall +0% +0% +0% +0% +0%
Trading Post +0% +0% +0% +0% +0% +0%
Prats Hats +0% +0% +0% +0% +0% +0%
Malcs Cats +0% +0% +0% +0% +0% +0%
Magic Emporium +0% +0% +0% +0% +0%
Chapel +0% +0% +0% +0% +0% +0%
Library +0% +0% +0% +0% +0% +0%
Statue of Worship +0% +0% +0%
Cool Rocks +0% +0% +0% +0% +0% +0%
Lemvor Lemon Stall +0% +0% +0% +0% +0% +0%

Tasks

Tasks are a static set of requests from your Township for item donations, bounties on monsters, building township buildings or, rarely, earning skill XP. In return, you will receive Township Skill XP, Township Resources, GP, Slayer Coins, or items. In addition, many Township-related Shop purchases are locked behind completing a certain number of tasks.

For a list of Tasks, their requirements, and their rewards, see Task list

Shop Items

One of the ways Township interacts with the rest of the game is by unlocking a variety of useful Shop purchases.

The Township requirements only apply when purchasing each respective item. Afterwards the player may demolish any buildings that were required to make the purchase and the pet or item will continue to function as normal.

Skillcape

The skillcape can be purchased from the store for Coins.svg 1,000,000 after the player reaches Township Level 99.

Skillcape Name Requirements Effect
Township Skillcape Township Skillcape Township Level 99 -15% Township Building Cost
Superior Township Skillcape Superior Township Skillcape Township Level 120 -20% Township Building Cost

Pet

B is acquired randomly when using ticks (similar to other skill-based Pets). The other Township-related pets are purchased in the Shop after meeting their conditions. Once a pet is purchased from the shop it will stay unlocked, even if the player demolishes the buildings that were needed to buy it.

Pet Name Effect
B B +10% Township Max Storage
Marcy Marcy +2% Township Skill XP
Roger Roger +2% Township Resource Generation
Ace Ace +1% Chance to Double Items Globally
Layla Layla +2% Township Happiness
Mister Fuzzbutt Mister Fuzzbutt +5% GP from all sources (Except Item Selling)
Octavius Lepidus VIII Octavius Lepidus VIII +2% Township Education
Classy Rock Classy Rock +10 Mining Node HP
Cute Rock Cute Rock +2% Chance to Double Items in Mining
+2% Chance to Double Items in Smithing
Royal Rock Royal Rock +3% Chance to gain +1 additional resource in Mining. Cannot be doubled
Elf Rock Elf Rock +5% Global Evasion
Magic Rock Magic Rock +3% Chance to Double Items in Magic
Party Rock Party Rock +4% Global Mastery XP

Skill Boosts

This table lists most sources of Township-specific modifier boosts. For a list of boosts that apply to all skills, see the Skill Boosts page. This list does not contain boosts provided from Mastery rewards.